THIEVES
Thieves go about their business unseen by others.
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A thief can be a scout, burglar, pickpocket, or robber. Their skills (hiding in shadows, picking pockets, opening locks, detecting traps, climbing walls, ...) depend upon stealth and a high dexterity. By adhering to time-tested protocols, theives gain their skills via Sesamar and Desamar, but they sometimes worship an avatar.
Thief hierarchy is this:
Pickpocket | Levels 1 - 2 |
Burglar | Levels 3 - 6 |
Thief | Levels 7 - 9 |
Master Thief | Levels 10+ |
Thieves are ever present in Poxmuth and Joria. These cities are notorious for violent thieves and assassins. However, Vullaria has a well-known thieves guild, called the Friends of Findus.
Thieves have a number of skills available to them. If a thief spends time studying his/her mark, the path of a climb, the type of lock to be picked, ..., thieves' chances of success can be positively affected, according to this table.
Time Spent Studying (Non-Cumulative) | Modifier |
1 round | +5% |
1 turn | +10% |
1 day | +20% |
1 week | +30% |
The modifier above must be placed on the base modifier before any other modifiers and cannot raise the chance above 100%.
Regarding the climbing of walls, a new mechanic will be adopted. A thief can climb a typical wall at 10'/round with little sound. If a thief is under no pressure to climb a wall, then the thief will gain a +10% modifier for success. If a wall is slick or it has few or small handholds, the thief will gain a -10% modifier. If a thief fails a roll, it means there is a failure, but not necessarily a fall. The following table will be referenced in the case of a failed climb.
Percentile Dice are Rolled |
1 - 50% | The Climb is Delayed 1 Round. |
51 - 75% | The Climb is Delayed 1 Round Per 10' of Wall. |
76 - 85% | The Climb Cannot Proceed. The Thief is Stuck Halfway Through the Journey for 1 Turn. Another Roll Must Be Made to Continue. |
86 - 100% | The Thief Falls (1d4 for 10' of Attempted Wall, 2x Cumulative Modifier per 10' Wall Thereafter). |
Falling off of a 50' wall is very hazardous by this mechanic. A 1d4 would be rolled and the multiplier would be 8 times the damage (8, 16, 24, or 32 points of damage).
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